// *************************************************************************************************
//
// MK3D Engine
// --------------------------------------
// Copyright (C) 2007-2011 Zeb (mailto: zebbey@gmail.com)
//
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 2.1 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
//
// *************************************************************************************************
#ifndef __H_MK_SKELETON__
#define __H_MK_SKELETON__

#include "mk_bone.h"
#include "mk_frame_interpolator.h"

namespace MK3DE
{
	class CSkeletonData;

	class MK3DE_API CSkeleton
	{
	public:
		CSkeleton();
		~CSkeleton();

		BOOL LoadFromFile(const char* fileName);

		void Update(DWORD dt, BOOL bChanged);

		CSkeletonData* GetSkeletonData() { return _skeletonData; }

		void SetTime(float time);
		void SetInterval(float time);
		float GetFrameInterval() { return _frameInterpolator.GetInterval(); }

		CBone* GetBone(int BoneIdx);
		DWORD GetBoneCount() { return (DWORD)_vecBone.size(); }

		void CalculateBaseTransformation(CSkeleton* pSkeleton);

	private:
		BOOL __CreateBones();

	private:
		//! Skeleton animation data.
		CSkeletonData* _skeletonData;

		//! All bones.
		std::vector<CBone*>	_vecBone;

		//! Frame interpolater.
		CFrameInterpolator _frameInterpolator;
	};
}

#endif // __H_MK_SKELETON__